Resource icon

Exploration Continued Expanded (Obsolete)

Status
Not open for further replies.
Maybe the barbs I'm seeing spawned elsewhere and migrated to the desert camps, only to die there.




If you're interested in the hut icon at all, I think it would be fairly simple to edit it to be more similar to the other ones. I can give it a shot if you want.

EDIT: I did it anyway.

GOOKoh9.png

That's Reedstilt, but I'll stick with the Tribal Headdress.

Dear JFD!

Since I haven't seen Tribes in their past form, may I ask some questions about them?

Are they visible from the beginning? So by founding cities they can be taken into consideration? Or they got "revealed" later on?

How large is their territory usually, and how rare they are?

The tiles within their territory can only be improved by annexing them first; is there a more bloodthirsty way? So can they be destroyed, like units razing them or something? (Not that I would, because those bonuses are awesome :yumyum: , but choices, choices :p )

And remaining by annexation, can Scouts get leveled up to lvl 5 in the later game somehow (and becoming Great Scouts hence be able to annex Tribes)? Ofc survived scout(s) from early game is one way, but what if no tiles left to be revealed? But then again, Barracks building line + getting some XP in wars are always alternative ways, and leveling up Scouts so you can annex those Tribes is a delightful way to encourage exploration, so this question probably was useless, forgive me :mischief: (rambling off)​

Thank you for all your work!

They are visible from the beginning. They can influence your decision to settle, as you cannot improve their tiles (except with Roads), so it might be prudent to keep away until a bit later.

Largest is Comanche with 12 tiles, average is about 7. There are 20 of them, and only a certain number will potentially spawn on a map, so they can be quite rare.

More bloodthirsty than annexing? When you annex a Tribe, you immediately gain all their tiles, destroy them, gain a free Settler, they spawn Barbarians, and, if using Slavery, you gain some Slaves. I originally had a Colonize option, but the work involved in Annexing them dissuaded me - plus, keeping them around can be quite potent, so trying to juggle too many different options would be tricky to balance.

As you point out, the XP Buildings should give you enough to compensate for the lack of tiles left to discover. You can always also fork over the cash to buy a Great Recon Unit. If we find that it is too difficult to acquire the ability to annex a Tribe, I can look at issue more in depth.

Tribes is basically done. I just need to finish their Annexation, throw in an event or two, add the Contracts, and wait for Gazebo to fix a bug with being able to settle on top of them.
 
More bloodthirsty than annexing? When you annex a Tribe, you immediately gain all their tiles, destroy them, gain a free Settler, they spawn Barbarians, and, if using Slavery, you gain some Slaves. I originally had a Colonize option, but the work involved in Annexing them dissuaded me - plus, keeping them around can be quite potent, so trying to juggle too many different options would be tricky to balance.

Ohh, that's new, not it makes perfect sense ^^ So it's basically you either leave them alone and getting their bonuses for that city (or can be multiple cities, in case of overlapping, and more cities can reach their land?), or you're annexing them and getting their land? Sheeesh, sounds really awesome :goodjob:

I agree, this way seems to be perfect in terms of decisions and balance.
 
General question: how frequent are Great Recons in everyone's game? My Recon units tend to stall out halfway through Level 4 and / or get themselves killed before hitting Level 5. I'm fairly certain the only Great Recons I've gotten are through the Belem Tower, a Ancient Ruins upgrade (which didn't work the last time this happened; I got a Spearman instead - did that feature get removed?) or by purchasing them. Anyone else have the same issue acquiring Great Recons?
 
General question: how frequent are Great Recons in everyone's game? My Recon units tend to stall out halfway through Level 4 and / or get themselves killed before hitting Level 5. I'm fairly certain the only Great Recons I've gotten are through the Belem Tower, a Ancient Ruins upgrade (which didn't work the last time this happened; I got a Spearman instead - did that feature get removed?) or by purchasing them. Anyone else have the same issue acquiring Great Recons?

I agree, I even never had a chance to grab a Great Recon unit. But probably that makes them unique and worthwhile, right? :mischief: But I think keeping them alive and focusing on them worth the efforts, given the fact that they are able to annex Tribes and found cities abroad. It's a nice way to encourage exploration.

And if you can buy them, even worst case scenario is solved ;) (and if you can't [worst-worst case?... what?], you can always train them: Barracks building line - which won't be enough for level 5 - plus some combat experience will do the trick :lol: The War-Recons time shall be nigh!
 
Update on the CTD which I presumed was part of CID and RTP:

When starting a game with CID, RTP and ExCE, I had a CTD upon founding my capital.

However, after disabling ExCE, the game has run fine.

IIRC, all the games that haven't crashed for me today have been without ExCE.

Therefore, can someone who isn't half way through a civ game check to see if ExCE causes CTDs on its own, or whether it causes them with CID or RTP, or if it doesn't cause any at all.

Why can't CTDs just show up in the logs...
 
Dunno about on founding, but:

3 games of CID + RtP + ExCE, crashed by turn 50 each time.
3 games of CID + RtP, no crashes up to turn 50 (at which point I stopped).
3 games of ExCE, crashed before turn 50, crashed by turn 50 each time.

Always Arceus/Helix/Peeko-damn ExCE.
 
Dunno about on founding, but:

3 games of CID + RtP + ExCE, crashed by turn 50 each time.
3 games of CID + RtP, no crashes up to turn 50 (at which point I stopped).
3 games of ExCE, crashed before turn 50, crashed by turn 50 each time.

Always Arceus/Helix/Peeko-damn ExCE.

This was my literal summer last year. I spent 5 days trying to figure out how to get ExCE working with everything else :sad: I wish you luck with this beast.
 
Not sure if this has been covered before but if the Community Balance Patch is installed, what technology allows you to move through jungles since optics is non-existent?
 
Not sure if this has been covered before but if the Community Balance Patch is installed, what technology allows you to move through jungles since optics is non-existent?

Sailing, according to the Wikia.
 
v11 wasn't too bad, was it?
 
v12 I think.
 
Hm. Maybe it's time I re-installed civ a-fresh, just in case it's entirely on my end.

I have a short break from Uni, I would gladly try to 'debug' - trying different variatons and combinations, situations that could possibly summon - CTDs of the newest version of ExCE, if necessary (and then I could finally get my hands on Tribes :mischief: )
 
I'll release v13 this week, whether I find CTDs or not. I have to reinstall Civ V now - I get a consistent freeze whenever I try to load the CP, so something outside of my mods is causing issues - which may even be the source of my CTDs. But any help would be appreciated once it's out.
 
v13:
  • Fixed an issue wherein Disease Immunity... did not grant disease immunity.
  • Added Jorge Velho and Raposo Tavares to the Great Recon list, as per request.
  • Added Manuscripts icon to Atlas, for users without G&K.
  • Added new ExCE section to the pedia (requires CID), which summarizes the new gameplay concepts (Attrition, Tribes, Great Recon Units). Once CID is done, I'll probably move the Civilopedia screen into ExCE and RtP so that you don't need CID to view these new sections.
  • Changes to Mint removed (moved to CID).
  • New Pantheon Beliefs now disable with CBP.
  • Added Perfume to Scented Fragrences Inc. and removed Food bonus, buffing Culture and Faith bonus (CBP).
  • (Re-)Added Tribes. From the Civilopedia: Tribes are one of the new gameplay elements added by Exploration Continued Expanded. Tribes represent minor civilizations or groups that have not urbanized. They possess their own borders, but they may exist within other civilizations. Each Tribe possesses a number of tiles which they claim as their own. You cannot improve a Tribe's borders, but you may work them. All Tribes provide a bonus to the tiles within their borders. If a Tribe falls within your own borders, you may establish a Consulate with them. Each Tribal Consulate will then offer a unique bonus to the city.
  • Added several new Tribes: Matsudaira, Maiyami, Bhakti, Korowai, Dorset, and Bedouin.
  • Re-named Quimbaya to Chavin.
  • Added new graphics for Huron and Comanche thanks to DJSHenninger and Walter Hawkwood.
  • Added proper height maps for each tribe (so no more Holy Site height map being used beneath them).
  • Removed Koga (har har professor).
  • Tribes now appear with a banner giving specific details about their bonuses.
  • Tribes now have borders. These borders are static and cannot be improved, but provide bonuses specific to the Tribe and can be worked.
  • Great Recon Units may now be used to Annex a Tribe, immediately assimilating its borders into the empire and spawning a free Settler. Does not consume the Great Recon Unit.
  • Various Consulate effects have been changed.
  • Updated for 12/3 CBP.

Now, due to rude technical limitations, Tribe Borders, by default, are impermanent - they will disappear whenever you perform an action. You may bring them back up by hovering over their banner. To activate their permanence, please follow these instructions (can be found on OP, too):

To Install Tribal Borders

1. Downloaded this Highlights.xml file. This can also be found in Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Exploration Continued Expanded.
2a. Copy and replace to Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC AND/OR
2b. Copy and replace to Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\UI_bc1\Core (for EUI users)
3. Navigate to Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Exploration Continued Expanded\JFD_ExCE_UserSettings.sql
4. Find the value 'JFD_TRIBES_BORDER' and change 'GroupBorder' to 'TribeOutline'.

This is annoying, yes, but unless someone knows how to make an installer to make the process easier, there is nothing that can be done to streamline the process - and this is a graphics issue, so beyond the help of Lord God Whoward and Pope Gazebo. If using EUI, you'll have to replace this file each time EUI updates.

Anyway, things to look out for:
--Look for the Shaolin and Udasi. They should appear on Mountains, but I'm not convinced that they spawn properly.
--Look for any banners that spawn without the Tribe graphics below them. I've seen this once, but it may have been a fluke, as I've never seen it again.
--Let me know if the Tribe Banner is too instrusive.
--Let me know if you hate the Tribe Borders colour.
--Let me know if you have ideas on how to expand the Tribes system.
--Other things that don't appear to work correctly with Tribes. Work on the system was quite spotty, so I can't remember everything about how it was implemented.

Important: Please update to the 15th of March CP, as this has fixed the source of ExCE's CTDs. Much thanks to Gazebo for teaching me some of the sacred DLL arts. Now I can begin my plot to dethrone him. Huehuehuehuehue.

Which reminds me, since your tooltip update doesn't know about this, it overwrites the info about More Luxury stuff.
@Hokath What did you mean by this? What specifically does it overwrite? I couldn't see anything related to More Luxes viz. Corporations.


So, that would basically complete ExCE, if I come up with nothing new. I'll give Tribes some time to catch feedback, then tie up some loose ends. Anyone care to see Shipwrecks back before ExCE is no longer WIP?
 
Status
Not open for further replies.
Back
Top Bottom